Tables

Troubling Tales (d20)

A fourth d20 character-creation table, companion to Terrible Traits, Broken Bodies, and Bad Habits. The whole group can share a single backstory; smaller groups within the party can share a tale; or the GM can use one entry to give a mundane NPC sudden history.

These are tales that travel with the character. None of them resolve. All of them follow.

The Tales (d20)

d20 Tale
1 Pursued for manslaughter. There is a bounty.
2 In massive debt. The debt is being traded to successively more ruthless groups.
3 Carries a rare, sought-after item.
4 A cursed wound that never heals.
5 Had an illegal, immoral, secret affair with a member of the royal family. Has proof.
6 Escaped cult member. Terrified, paranoid. Other cultists are everywhere.
7 An identity thief — recently killed and replaced the person they appear to be.
8 Banished and disowned for unspecified deeds. Can never go home.
9 Deserted the military after witnessing a massacre. Bounty on head. Hunted by former friends.
10 Very recently murdered a close relative. Very recently.
11 A puzzle cube has been calibrated incorrectly (or has it?), awakening a slumbering abomination.
12 Evil creatures love the scent of your spoor and are drawn to it, dragging disaster in your wake.
13 A battle wound left a shard of metal slowly inching closer to your heart. Every day there is a 2% chance it reaches it.
14 Violence forced you into the wilderness. You think waving trees are whispering. You talk to, scream at, attack trees.
15 Cursed to share the nightmares of others. You sleep far, far away.
16 At permanent war with all corvids. No contact without violence. You carry a sling.
17 After dreaming of an underground temple to a forgotten god, you understand the songs of insects and worms.
18 Tracked and observed by a golem, after an agreement which you know has been wiped from your mind.
19 "Burn or be burned" is the fate you accept.
20 Your flesh heals twice as fast, but your companions' twice as slow. You see a many-eyed "guardian angel."
Connections

Terrible Traits (companion tables: Broken Bodies, Bad Habits). Tale 11's puzzle cube echoes Cube-Violet; tale 17's underground temple gestures toward Sepulchre of the Swamp Witch or the toad-cities beneath Grift; tale 18's golem-pact may connect to Tergol's experiments; tale 20's many-eyed guardian is a [CANON CHECK] hook open to whichever divine horror the GM prefers.

Gaps / Expansion Notes

Each entry is a one-line proper-noun engine — the bounty, the debt-traders, the puzzle cube, the corvid war, the unnamed golem, the many-eyed angel. Every one of them can carry a session.